{"title":"电子学习技术","authors":"April L. Colosimo","doi":"10.29173/istl24","DOIUrl":null,"url":null,"abstract":"As information professionals, we have different reasons for focusing our attention on e-learning (learning online or through electronic media). Some of us struggle with a high demand for our services and seek alternatives to face-to-face teaching and one-on-one support. There are also expectations for digital just-in-time content, as individuals have an increasing number of educational opportunities to choose from. We may wish to take advantage of technologies to improve engagement and motivation, such as through gamification, the application of game design to different contexts.","PeriodicalId":39287,"journal":{"name":"Issues in Science and Technology Librarianship","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2019-07-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.29173/istl24","citationCount":"1","resultStr":"{\"title\":\"E-learning Technologies\",\"authors\":\"April L. Colosimo\",\"doi\":\"10.29173/istl24\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"As information professionals, we have different reasons for focusing our attention on e-learning (learning online or through electronic media). Some of us struggle with a high demand for our services and seek alternatives to face-to-face teaching and one-on-one support. There are also expectations for digital just-in-time content, as individuals have an increasing number of educational opportunities to choose from. We may wish to take advantage of technologies to improve engagement and motivation, such as through gamification, the application of game design to different contexts.\",\"PeriodicalId\":39287,\"journal\":{\"name\":\"Issues in Science and Technology Librarianship\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-07-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://sci-hub-pdf.com/10.29173/istl24\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Issues in Science and Technology Librarianship\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.29173/istl24\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Issues in Science and Technology Librarianship","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.29173/istl24","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Social Sciences","Score":null,"Total":0}
As information professionals, we have different reasons for focusing our attention on e-learning (learning online or through electronic media). Some of us struggle with a high demand for our services and seek alternatives to face-to-face teaching and one-on-one support. There are also expectations for digital just-in-time content, as individuals have an increasing number of educational opportunities to choose from. We may wish to take advantage of technologies to improve engagement and motivation, such as through gamification, the application of game design to different contexts.